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View Full Version : Increasing Supply in the Action Economy



Zovc
2014-01-05, 05:54 PM
Hey folks, I was daydreaming and reading threads and stuff and decided to look into breaking the action economy. I couldn't find any threads that have researched this for me, so I feel helpless. Can anyone point me in the right direction or give me some suggestions of places to start looking?

I was specifically looking for ways to give gestalt characters more actions, so even the more costly options are worth looking into.

Emperor Tippy
2014-01-05, 06:14 PM
Factotum 8 + lots of Font of Inspiration is pretty much the easiest method.

Psion or Ardent with Synchronicity Linked Synchronicity with both augmented can cram in tons of extra actions (can eventually actually get an arbitrarily large number of actions in one turn).

Wizard with Celerity and Greater Celerity can pick up actions. Shapechanging into a Choker gives an extra standard action every turn. A Chronotyne (I think I spelled that wrong) from MM2 gives you a complete second set of actions every turn.

Warblades can technically use White Raven Tactics to give themselves more turns and iirc there is a way to make this arbitrarily large as well.

There are always Craft Contingent spells, which effectively give you more actions.

This list isn't complete but it does hit most of the bigger ones.

Nirhael
2014-01-05, 06:20 PM
Belt of Battle (12k, MiC) is pretty great, +2 Competence bonus to Initiative and 3 daily charges that can be expended for a move action (1 charge), a standard action (2 charges) or even a full-round action (3 charges).

Karnith
2014-01-05, 06:24 PM
A Chronotyne (I think I spelled that wrong) from MM2 gives you a complete second set of actions every turn.
Chronotyryn, in Fiend Folio. There are some other monsters with similar abilities that let them do too much in a round (Spellweaver, Nagahydra (http://www.wizards.com/default.asp?x=dnd/ex/20040709a&page=4), Nilshai, etc.).

Some other common methods of getting extra actions (either literally or in effect) are the Arcane Fusion spells, which let you cast multiple spells as a single action, the spell Arcane Spellsurge, which reduces casting times on spells (standard action to swift action, one full round to standard action, and so on), Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm), the psionic power Anticipatory Strike, which is similar to the spell Celerity, Fission (http://www.d20srd.org/srd/psionic/powers/fission.htm), Hustle (http://www.d20srd.org/srd/psionic/powers/hustle.htm), Schism (http://www.d20srd.org/srd/psionic/powers/schism.htm), Temporal Acceleration (http://www.d20srd.org/srd/psionic/powers/temporalAcceleration.htm), the feat Travel Devotion, which gives you the ability to move as a swift action for a limited amount of time per day, the capstone ability of the Eternal Blade PrC, which basically lets you take an additional turn as an immediate action, the Divine Impetus ability of the Ruby Knight Vindicator PrC, which gives you extra swift actions in a round at the cost of Turn/Rebuke Undead uses, the Perpetual Options ability of the Swiftblade PrC (http://www.wizards.com/default.asp?x=dnd/prc/20070327), and the Belt of Battle, an item that gives you a limited number of extra actions per day.

There are also Metamagic and Metapsionic feats that essentially let you cast multiple spells/powers or that save you actions; Quicken Spell, Repeat Spell, Split Ray, Twin Spell, Linked Power, Quicken Power, and Twin Power all come to mind, and there are probably others that I'm forgetting.

Slipperychicken
2014-01-05, 09:26 PM
There are always Craft Contingent spells, which effectively give you more actions.


The spell called Contingency (http://www.d20srd.org/srd/spells/contingency.htm) and the psionic power (http://www.d20srd.org/srd/psionic/powers/contingencyPsionic.htm) both do more or less the same thing, but more cheaply and only for days/level.